/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __R_DATA__
#define __R_DATA__

#include "r_defs.h"
#include "r_state.h"

#ifdef __GNUG__
	#pragma interface
#endif

// Retrieve column data for span blitting.
byte*
R_GetColumn
( int		tex,
  int		col );


// I/O, setting up the stuff.
void R_InitData( void );
void R_PrecacheLevel( void );


// Retrieval.
// Floor/ceiling opaque texture tiles,
// lookup by name. For animation?
int R_FlatNumForName( const char* name );


// Called by P_Ticker for switches and animations,
// returns the texture number for the texture name.
int R_TextureNumForName( const char* name );
int R_CheckTextureNumForName( const char* name );

#endif

